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Zakalwe

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  1. No, I think the trade off right now is very good. Shield gating is powerful, so it should be a trade-off, but it's a very good thing they leaned into it instead of away from it. Removing it or making it non-viable somehow would have simply reduced the frames we can use in certain situations, or meant we'd be limited to less playstyles. You have never, ever needed gating to solo the mjority of content including most SP stuff. The only time you /really/ need it is in endless SP stuff where you're going for very high level enemies, without it we'd be limited to a few frames only if we wanted to solo that content.
  2. Mostly of bad ideas... The need to plan ahead and choose a loadout is actually a plus point. The 3 weapon limit makes you carefuly choose a loadout with synergy which is part of the build process and a big part of the fun for many people. Allowing too many weapons would make the choices less meaningful and actually lead to more homogenization not less.
  3. Too many people suffering from the eternal weight of Founders on here, it seems.
  4. I am the OP, lol. I've tested it the way you describe, no matter how many enemies I hit the beams don't go past what is shown above.
  5. Okay, with the ariel view it does look like the lines are closer to each other than the enemies are in the row so that must be it. Thanks for the images.
  6. Yep, looks like the enemy on the right is much closer to ther beam's hit point. Could just be a matter of perspective skewing though.
  7. Okay, so the AOE part makes sense I guess. In my example the right hand target is closest to the impact point of the primary beam though, why is it chaining to the target in front instead? I've tested with and without shred and the TTK is, as far as I can see, identical. So if there is added dmg on the beams at all with punch through, it doesn't appear to be adding much. Again though, I could be wrong here. If anyone knows I am, I'd losve to see some info/evidence.
  8. So I was told (rather rudely lol) that I should be using punch through on my Torid. I had tested it previously and seen no results, and I googled it and all info stated it didn't work, but this one person was insisting it creates more beams. Today, someone said the same thing and kept insisting, so I went back to test just in case I missed something the first time. The gif and image below are with 0 mods on the weapon: Gif: https://lensdump.com/i/quWPea Still image: https://lensdump.com/i/quZ7zP I have 2 questions: The Torid is supposed to chain between 5 enemies, right? It appears to be chaining 6 times to the right, and 5 to the left in the above gif and image. Again, this is with 0 mods. If I add 3.9 punch through with my riven and normal Shred, same thing happens. Is Punch through doing anything at all? Is it enhancing the beams in some way instead of making more? Anyway, if I'm misunderstanding something or doing something wrong here I'd love to know. I'm a bit confused why I seem to be seeing 11 beams total with 0 mods, and any info on punch through would be great. Thanks! - At a different angle (and showing the beams going for longer so it's not just the previous beams showing up before they dissipatedissapate) as someone suggested it might be hitting two targets, again 0 mods. I don't see how it would be hitting the top target anyway as it is closer to the right, and it is clearly making another beam to the top target anyway: https://lensdump.com/i/quBNf0 https://lensdump.com/i/qum0Sm Again, I get the exact same results with 3.9 punch through. Another angle to show there's no punch through effect on lined up enemies (this time with 3.9 punch through total): https://lensdump.com/i/quKsca
  9. I didn't find it hard. First try I died as I took a little too long to figure it out, second time I aced it easily. I really disliked it, personally. It felt a bit clunky, not satsifying. I appreciate they tried something new, but the mechanic of baiting him to throw, picking it up and throwing back was just not that fun for me.
  10. That's not what I meant. If item A trades for 20p now, you can sell it to someone and buy a slot. If an auction house is made and item A drops to half price, you need to sell 2 to buy a slot. This will affect new f2p players the most, as they will have to put more work in to buy these things. If prices drop too much you can see how this would make things a lot harder for them. And regardless of that, it will make the cost of slots, cosmetics, boosters etc... effectively increase for everyone who isn't just buying platinum from the store. As for the rest of your post... 1. Devs don't always know what is good for their game with AHs, see Diablo 3. 2. Prices are fine still despite dropping a lot over time because relative to the in-game market (slots, boosters, cosmetics, etc...) you can earn and afford things pretty easily. If they drop too low, point 2 becomes a lot worse for everyone.
  11. I don't understand why you're doing this, but ignored. Not got the time for it.
  12. The irony. Right now slots cost 20p and 12p respectively. The less you earn from the items you sell, the harder these become to obtain. This would hurt new F2P players more. This is a very simple thing to understand.
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